new training strategies and innovations for an evolving ... · gamification 20% of adults between...
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Gamification
20% of adults between 25 and 35 years of age worldwide spend an average of
20 hours a week playing in their free time
Gamification Gamification is the application of game-design elements and game principles in non-game contexts;
It improves:
1. user engagement
2. organizational productivity
3. flow
4. Learning
5. usefulness of systems
6. Ability to comprehend digital content
7. Understanding of certain areas of study
• Gamification serves 3 purposes:
1. Changes behaviours
2. Develops skills
3. Drives innovation
Gamification and learning retention
10% - 15%
retention of content in traditional learning
40% - 50%
retention of content in gamification
SSP ANAC ANAC has a Programme related to the implementation of the SSP. One of the 8 Projects of this Programme is the revision of the Training Program in Safety Operations, which was published in 2014.
•Six diferent tiers of knowledge/engagement:
1. Senior management;
2. Managers
3. Safety Inspectors;
4. SSP Auditors;
5. SMS Auditors;
6. All other employees
Explain the role of ANAC in the SSP;
Exemplify how their actions may impact on ANAC activities related to Operational Safety;
KM and Innovation at ANAC
Technical Branch dedicated to:
1. Knowledge management
2. Innovation
Tools/Methodologies used:
•Design Thinking
•Blockchain
•Gamification
Way forward / what we foresee
Blockchain – is a continuosly growing list of records, called blocks, which are linked and secured using cryptography.
Inviolability of :
•Training Certificates;
•Licenses;
•Registration
Design thinking – approach that generates solutions to observed challenges that impact stakeholders.
It fosters:
•Innovation culture;
•Development of Projects;
•Regulatory activities;
Trail Encounters
Learning Map
Drawing of learning trails from different audiences and
mapping platform interactions
Applied Gamification
Definition of
gamification and engagement
resources to be used and
gamification of interactions.
Digital Game Jam
Brainstorm, Ideation e
prototyping of multiple digital learning games within the trails.
First Impact
Choice of the digital game with greater potential
for generating high impact and
engagement +
Refining
1st 2nd 3rd 4th
Trail Encounters
Taking off
Completion of the first digital game and creation of presentation of
the computerized platform.
Stuffing the Game
Co-creation of content, cases, challenges and
game experiences to fill the first digital game.
MVP
Construction of the first functional prototype by the production team, to tangibilize the
solution.
5th